Field of Ruin
: Gain .
, , Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles their library.
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Theros Beyond Death (THB)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Field of Ruin Discussion
1 week ago
Hi Vinman. I am here from your comment on my Competitive UB mill modern (2020 short guide). For the SB i suggest u to remove Hurkyl's Recall cuz was a counter for affinity deck, but now is out of meta, so it's a dead sb card. Spellskite is a strange card for mill, why are u playing it? Why are u playing Trapmaker's Snare in sb? It is good only if u play Ravenous Trap. You can't play Lurrus of the Dream-Den if u play Ashiok, Dream Render cuz of the ruling of lurrus; so you have to choose, or lurrus or ashiok. Remove Nature's Claim cuz you don't play greed lands :). Ensnaring Bridge is a good SB card, add Damnation or Bontu's Last Reckoning for a mass removal. You need something for gaining life (Cling to Dust in my opinion is not enough), I suggest you to put in some Crypt Incursion or Profane Memento. I suggest you to remove Ghost Quarter and add 2 more Field of Ruin becouse fields force your oppo to search and proc landfall of your crabs. I suggest u to remove 2 Watery Grave and add 2 Darkslick Shores so you don't lose too mutch HP early. Hope I helped u :)
wallisface on 8-Crab
2 weeks ago
Why is Emrakul, the Aeons Torn here? How are you ever casting that?
Note also that Ghost Quarter doesn’t force a search, so your opponent can avoid being archive trapped.., you’re better off with Field of Ruin. Though your landbase feels off in general. With only 22 lands you wont reliably be able to Cryptic when you want to, and having that number of lands with no fetchlands involved will make your crabs quite slow.
Daron6 on UW control
2 weeks ago
That mana base hurts a bit, Im not sure if that 8/8 splash is good, I'd rather go with 2-3 scry lands, 2 Field of Ruin, and 6-7 island/3-4 plains. I wouldnt run remand in a control list (only in tempo/combo decks), rather use cryptics if you can afford it, or 2-3 Logic Knot. 4 spell snare is a lot, I'd reccomend to use at least 2. I've seen Terminus, Archmage's Charm in some uw decks. For the draw machine Omen of the Sea is so good. Hope this comment helps you! :)
2 weeks ago
Hi friend :) If your goal is to win at turn 5 I suggest you to remove Consuming Aberration is too mana expensive, you probably can cast her on turn 5-7, so it's a "win more" card. I suggest you to play creatures that just mill more, like Manic Scribe or Ruin Crab. If you have not fetches you can play Field of Ruin instead of Ghost Quarter, very strong to activate Archive Trap and to proc landfall. Another good card is Thieves' Guild Enforcer that is a removal and a good body creature, that mills too! I see that you play Fraying Sanity so I suggest you to play Maddening Cacophony, great combo to close late game :) If you want you can check my deck too :) Competitive UB mill modern (2020)
3 weeks ago
@Jager43 thank you for the upvote and the suggestions. I do not think that Thalia, Guardian of Thraben or Leonin Arbiter would be a good fit for this deck, as it is not really meant to be a Taxes deck. We also do not have cards like Path to Exile, Ghost Quarter or Field of Ruin etc.. all of which make Leonin Arbiter the powerhouse he is in Modern.
Depending on the price development of Zendikar Rising, i will be looking to add Skyclave Apparition into the deck, as this would provide much needed removal.
Eldrazi Displacer is another card im looking at, as it would upgrade our removal, would allow us to reuse our ETBs etc. but that would require colourless lands and a general restructuring of the manabase. All of which seem hardly possible in a 20€ budget.
3 weeks ago
Hey I saw your comment and I wanted to help you out with your list! Hopefully my suggestions are useful in budget (I think a couple of them might push the line there) but I’m glad there’s another gifts modern player.
The very first first thing you should do is swap out redundant copies of cards. By this I mean there are a certain number of slots in your deck for each type of card (I.e. removal, countermagic, win conditions, etc) and you want those slots to be filled up with as many differently named cards as possible so gifts can function at full capacity. Also, since you can only have 4 gifts in your deck at a time, you also need to make sure your deck can hold its own until you draw gifts. This means making sure you have the correct amount of card type slots.
As a general rule the only card in your deck that you have 4 of is gifts ungiven.
First is lands. I think you should diversify your lands, but I don’t think you should increase the number. In a normal gifts deck, you should have 25 lands minimum, because fetchlands thin the deck out and Crucible of Worlds makes land-based strategies more effective. Since you have access to neither of these on a budget, definitely keep the land count at 23 maximum. I think something necessary in any gifts deck is either Ghost Quarter or Field of Ruin, especially field since it gives you the land back. I think you should split your basic lands between normal and snow-covered since snow-covered lands are just as cheap but have different names from normal lands. I think you should have more lands that function like Caves of Koilos and Glacial Fortress since early tapped lands can lose the game in modern, but you should still keep at least one copy of every land you have just to retain diversity in card names. If you can push the budget a bit, Fabled Passage is a really good card for this deck, and the cheapest option if you want to have fetchlands.
Second is removal. I think you should definitely have more individual removal spells, with less counter magic and less discard spells. Not including the sweep spells, you only have 5 removal spells, and they are not especially diverse. Dismember and Fatal Push are both pretty cheap, and fatal push is especially necessary in holding off your opponent early on. I actually prefer fatal push over path to exile because it doesn’t give your opponent anything back. Also, Maelstrom Pulse use to be like 18 bucks but now it’s just a dollar and it’s pretty op, but unfortunately it’s in green. Kaya's Guile is a great situational removal card because it also supplies defense. It would Be good in a gifts pile with lingering souls and another removal spell I think. Again pushing budget a bit, Abrupt Decay is a worthwhile card to have because it can hit more than just creatures. Unfortunately, it’s also green. You definitely need something that can deal with noncreature threats, but abrupt decay specifically isn’t necessary for this purpose. Last random add on: Deputy of Detention could be good idk. With regards to sweeper spells, I think Supreme Verdict could be good, it’s kinda mid range in price but it would definitely be good to have more diversity in your sweepers.
Third is utility. With regards to draw spells, you should probably diversify and have more of them. Sleight of Hand, Opt, and one other that I’m forgetting rn are all good choices. I think one aspect that is necessary in your utility toolbox is more graveyard interaction. One or two copies of Mission Briefing would be really good here as a way to either force a choice in a gifts pile or make graveyard stuff recursive. Noxious Revival is green but that doesn’t really matter cuz you can pay the life, but it is five bucks so idk. I think Body Double could be an interesting pick as a utility creature. This way, if your first unburial rites fails and they somehow make it so you can’t bring Ionia or grave Titan back, you can play body double and you still get the ETB effect. Treasured Find’s usefulness is iffy at best, but since you kind of need recursiveness in a gifts deck it could be good. Narset, Parter of Veils is cheap and good, and if you are a real try hard you could add in Day's Undoing. Then the gifts pile could be Ionia, grave titan, day’s undoing, and narset. Either they give you a massive threat or they give you the ability to make them discard their hand, which is cool and good. That’s just a random idea idk if it would work for real in a gifts utility deck.
That’s everything I can think of rn but I prob forgot something so hope this helps
3 weeks ago
Don't you worry about not having experience, your suggestions are very valid!
Apostle's Blessing is great for:
Giving your creatures an extra prowess trigger,
Making them generally unblockable early in the game where the damage means most,
Hurting you directly with Phyrexian mana to empower Scourge of the Skyclaves,
It's dead in hand most of the time, but good for squeezing out extra damage. You find yourself holding up 1 mana when you can to protect your most important thing, be that a Scourge, Slifer the Sky Dragon or even a simple Swiftspear. I like to keep at least 2 in for those choice moments when the opponent is highly interactive, and it's an easy board swap when they're not.
Light Up the Stage was an addition from the Izzet Prowess list. I find it's good for refilling my hand after I've made a devastating blow on T3. Running out of gas is a killer and this is good for picking up the pace. I have no idea what I'd take out for a fourth, it was already hard to squeeze in the three I have!
I did actually try the 1-of Watery Grave and found that the hands I was drawing with it in were stymied by it not producing red.
In the end, the chances that I'd draw either just my Scourges, Stormwings and Thoughtseizes without any red cards are few and far between. My large amount of fetches over shocks do more than enough to fix my mana and destroy my life total.
Also, on the topic of basics, you find a lot of players using both Path to Exile and Field of Ruin. If I played one less basic, the deck would be far less useful against these cards, turning Paths into 1 mana exiles with no upside for us, and Fields into Wastelands.
Thank you for your interest in the deck!
1 month ago
Hey, you're welcome.
For land destruction with Muldrotha you could add colorless lands that can destroy an opponent's land and then you can play the colorless land again from your graveyard.
Strip Mine is ideal, but much more expensive price.